For an adventurer, the availability of proper equipment can mean the difference between life and death in a dungeon or the untamed wilds. This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the Shatter presents.
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___
### Standard Gear
In your adventure you may come across more gear than is presented here; this list simply serves as a compilation of the most common things you may find, use or need.
If a piece of gear requires you to make an attack roll, you do not add your proficiency bonus to the roll unless you are proficient in improvised weapons. If you have the Extra Attack feature, you can expend one attack to use an item instead of taking the Use an Item action.
If a piece of gear can be thrown, it has the [[Armour & Weapons#Thrown|thrown]] property and a range of 20/60. You add your Dexterity modifier to attack rolls with thrown gear, and nothing to damage.
| Gear | Cost | Weight |
| :----------------------: | :----------------: | :-----: |
| [[#Acid Vial]] | 30 ![[shard.png]] | 1 lb. |
| [[#Antitoxin]] | 30 ![[shard.png]] | - |
| [[#Ball Bearings]] | 1 ![[shard.png]] | 2 lb. |
| Barrel (40 gallon) | 20 ![[shard.png]] | 70 lb. |
| [[#Bicycle]] | 10 ![[shard.png]] | 20 lbs. |
| [[#Caltrops]] | 3 ![[shard.png]] | 2 lb. |
| [[#Candle (x10)]] | 1 ![[bit.png]] | - |
| [[#Chain (10ft)]] | 40 ![[shard.png]] | 10 lb. |
| Chalk (x10) | 1 ![[bit.png]] | - |
| Chest (holds 200lbs) | 5 ![[shard.png]] | 25 lbs. |
| [[#Climber's Kit]] | 5 ![[shard.png]] | 12 lb. |
| Compass | 10 ![[shard.png]] | - |
| [[#Crowbar]] | 5 ![[shard.png]] | 5 lb. |
| [[#Flask or Tankard]] | 5 ![[bit.png]] | 1 lb. |
| [[#Fuse Wire (50ft)]] | 60 ![[shard.png]] | 1 lb. |
| [[#Holy Water]] | 3 ![[shard.png]] | 1 lb. |
| [[#Hunting Trap]] | 5 ![[shard.png]] | 25 lb. |
| [[#Ladder (10ft)]] | 3 ![[bit.png]] | 1 lb. |
| [[#Lantern]] | 10 ![[shard.png]] | 2 lb. |
| [[#Lock and Key]] | 20 ![[shard.png]] | 1 lb. |
| [[#Magnifying Glass]] | 400 ![[shard.png]] | - |
| [[#Manacles]] | 30 ![[shard.png]] | 6 lb. |
| Mirror | 10 ![[shard.png]] | - |
| [[#Oil Flask]] | 2 ![[bit.png]] | 1 lb. |
| [[#Pocket Watch]] | 200 ![[shard.png]] | 1 lb. |
| [[#Powder Keg]] | 300 ![[shard.png]] | 30 lb. |
| [[#Rope, Hempen (50ft)]] | 5 ![[shard.png]] | 10 lb. |
| Sack | 1 ![[bit.png]] | 1 lb. |
| [[#Salt]] | 4 ![[shard.png]] | 1 lb. |
| [[#Scale, Merchants]] | 2 ![[shard.png]] | 3 lb. |
| [[#Shovel]] | 2 ![[shard.png]] | 5 lb. |
| Signal Whistle | 8 ![[bit.png]] | - |
| [[#Sling Hook]] | 50 ![[shard.png]] | 5 lb. |
| [[#Spellbook]] | 10 ![[shard.png]] | 3 lb. |
| [[#Spyglass]] | 200 ![[shard.png]] | 1 lb. |
| [[#Tinderbox]] | 5 ![[bit.png]] | - |
| [[#Torch]] | 1 ![[bit.png]] | 1 lb. |
| [[#Umbrella]] | 2 ![[shard.png]] | 1 lb. |
| [[#Vial]] | 5 ![[bit.png]] | - |
| [[#Waterskin]] | 5 ![[bit.png]] | 5 lb. |
<br>
###### Acid Vial
>As an action, you can splash the contents of this vial onto a creature or throw the vial, making a ranged attack roll (20/60) against a creature of your choice within range. On a hit, the target takes 2d6 acid damage. This acid does double damage to objects. If you empty the contents of this vial onto an object within 5 feet, the attack automatically hits.
###### Antitoxin
>A creature that drinks this vial of liquid gains [[Abilities & Skills#Advantage & Disadvantage|advantage]] on saving throws against poison for 1 hour. It confers no benefit to [[Creature Type#Undead|undead]] or [[Creature Type#Construct|constructs]].
###### Ball Bearings
>As an action, you can spill these tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall [[Conditions#Prone|prone]]. A creature moving through the area at half speed doesn't need to make the saving throw. Creatures that fly, jump, or hover over the area are unaffected by the ball bearings.
###### Bicycle
>A Bicycle is a moderately new invention, used for getting around short distances quickly without the need for expensive Aeos Technologies. A Bicycle is considered a simple vehicle that you do not require proficiency with in order to ride. When ridden, you may add 15ft to your [[Physical Capabilities#Movement Speed|walking speed]].
###### Caltrops
>You can use an action to spread a single bag of caltrops to cover a 5-foot-square. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.
>
>Improvised collections of sharp items, such as broken glass, can be used as caltrops. Creatures that fly, jump, or hover over the space are unaffected by the caltrops.
###### Candle
>For 1 hour, a candle sheds [[Exploration & Environment#Bright Light|bright light]] in a 5-foot radius and [[Exploration & Environment#Dim light|dim light]] for an additional 5 feet.
###### Chain (10ft)
>A chain has 10 hit points. It can be broken with a successful DC 20 Strength check.
###### Climber's Kit
>A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.
###### Crowbar
>Using a crowbar grants [[Abilities & Skills#Advantage & Disadvantage|advantage]] to Strength checks where the crowbar's leverage can be applied.
###### Flask or Tankard
>A flask or tankard can hold1 pint of liquid.
###### Fuse Wire (50ft)
>Fuse Wire comes wound in a 50ft length spool, and can be used to extend the detonation time of any [[#Bombs|Bomb]] (or [[#Oil Flask|oil flask]]). For every 1 inch of wire cut from this spool, you may extend the time it takes for a bomb to detonate by 1 round. For a 1 minute fuse time, use 10 inches, and for 1 hour, use the entire spool.
###### Holy Water
>Throwing this flask causes it to shatter on impact. Make a ranged attack (20/60) against a target. If the target is a [[Creature Type#Fiend|fiend]] or [[Creature Type#Undead|undead]], it takes 2d6 radiant damage.
>
>A [[Cleric|Cleric]] may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 3 ![[shard.png]] worth of powdered silver, and requires the caster to expend a 1st-level spell slot.
###### Hunting Trap
>You can use an action to set this trap in an unoccupied space, which is comprised of a pressure panel and heavy iron jaws affixed to the ground by a spike and chain. When a creature walks through its 5ft. space, the trap makes a melee attack against that creature. The trap has +8 to hit and deals 1d10 piercing damage, and if it hits the target is [[Conditions#Restrained 🛠|restrained]] ([[Actions in Combat#Escape 🛠|Escape]] DC 15). Whether the attack hits or misses, the trap cannot make a second attack until the creature escapes and the trap is set again. Failing the check to escape by 5 or more deals an additional 1d10 piercing damage to the trapped creature.
###### Ladder (10ft)
>This item is a straight, simple wooden ladder.
###### Lantern
>A lantern casts [[Exploration & Environment#Bright Light|bright light]] in a 30-foot radius and [[Exploration & Environment#Dim light|dim light]] for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to [[Exploration & Environment#Dim light|dim light]] in a 5-foot radius.
###### Lock and Key
>A key is provided with the lock. Without the key, a creature can attempt to pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.
###### Magnifying Glass
>This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants [[Abilities & Skills#Advantage & Disadvantage|advantage]] on any check made to appraise or inspect an item that is small or highly detailed.
###### Manacles
>These iron restraints can bind a Small or Medium creature. A conscious, unwilling creature must be [[Making an Attack#Grapple 🛠|restrained]] in some fashion, [[Conditions#Stunned 🛠|stunned,]] or [[Conditions#Dying 🛠|dying]] before manacles can be applied to it. Escaping manacles requires a DC 20 [[Actions in Combat#Escape 🛠|Escape]] check to slip out or break them. Each set of manacles comes with one key. Without the key, a creature can attempt to pick the manacles' lock with a successful DC 17 Dexterity check. A creature with manacles applied to it's wrists cannot perform the [[Spellcasting#Components|somatic components]] of spells, has [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on attack rolls that require its hands, and a creature with manacles applied to it's ankles has a walking speed of 10 feet. Manacles may impose other restrictions at the discretion of the DM.
###### Oil Flask
>You can use an action to make a ranged weapon attack (20/60) and throw this flask of flammable oil onto a creature or object, splashing the oil onto it if you hit. If the oil-covered target takes any fire damage within the next minute, it takes an additional 5 fire damage. The oil is not consumed when this fire damage is applied. You can also pour a flask of oil on the ground to cover a 5 foot square. If lit, the oil burns for 1 minute. The first time on a turn that a creature enters the burning area, or starts its turn there, it takes 5 fire damage.
>
>If time is taken to attach a [[#Fuse Wire (50ft)|fuse wire]] to an oil flask, then you may treat the oil flask as if it were a [[#Bombs|Bomb]] that deals 1d4 fire damage and ignites flammable objects that it hits. On subsequent turns, the burning oil performs as it normally would.
>
>You can also spread a flask of oil over one melee weapon or 3 pieces of [[Adventuring Gear#Ammunition|ammunition]] and set them alight, with the exception of Needles, Bullets or Magazines. Half of the damage dealt by a flaming weapon or piece of ammunition is fire damage, and the lit item sheds [[Exploration & Environment#Bright Light|bright light]] in a 5-foot radius, and [[Exploration & Environment#Dim light|dim light]] for another 5.
>
>If you spend an hour lubricating a suit of [[Armour & Weapons#Armour|armour]] with a flask of oil, the armour does not impose [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on [[Abilities & Skills#Stealth|Stealth]] checks until the start of your next [[Survival Needs#Long Rest|long rest]].
###### Pocket Watch
>A standard pocket watch used to measure the passage of time.
###### Powder Keg
>A powder keg, filled to the brim with explosive [[Aeos Crystals#Detondrin|Detondrin]] powder. If it takes fire or lightning damage, it explodes. Each creature and object within 20 feet of the powder keg must make a DC 14 Dexterity saving throw. A target takes 6d6 fire damage on a failed save, or half as much on a success.
###### Rope, Hempen (50ft)
>Rope has 2 hit points and can be burst with a DC 17 Escape check.
###### Salt
>A seasoning and preservative, salt wards also off ghosts. You can take 1 minute to spread 1 lb. of salt in a ring with a radius no larger than 10 feet. When the circle is completed, it blocks the passage of any creature from [[Planes of Existence#The Hollow|The Hollow]] or with the Incorporeal Movement trait. The effect lasts until dispelled or the salt ring is broken. The salt cannot be directly touched or disturbed by a creature that it affects.
###### Scale, Merchants
>A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.
###### Shovel
>A standard shovel used for digging.
###### Sling Hook
>This heavy metal contraption can be used to launch a barbed hook at the surface of a solid object within 20 feet of you, latching onto it and pulling you towards the target point. The Sling Hook can be launched using a bonus action, and once launched, you may use your reaction to either release the Sling Hook from it's attached point, recoil the Sling Hook, pulling you towards it, or both. Using the Sling Hook requires only one hand. If the targeted surface has no lip to grasp or is otherwise too difficult for the barb to hook onto, the Sling Hook fails to latch onto it.
###### Spellbook
>Essential for [[Wizard|Wizards]], a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.
###### Spyglass
>Objects viewed through a spyglass are magnified to twice their size.
###### Tinderbox
>This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.
###### Torch
>A torch burns for 1 hour, providing [[Exploration & Environment#Bright Light|bright light]] in a 20-foot radius and [[Exploration & Environment#Dim light|dim light]] for another 20. If you hit a creature or object with a burning torch, it deals 1 fire damage.
###### Umbrella
>When held, prevents a creature from becoming [[Conditions#Exposed 🛠|Exposed]] when [[Exploration & Environment#Wet|wet]] from rain or [[Exploration & Environment#Hot|hot]] from sunlight. Additionally, whenever you take falling damage while wielding an umbrella, you can use your reaction to reduce the damage by a number equal to twice your proficiency bonus.
###### Vial
>A vial can hold 4 ounces of liquid.
###### Waterskin
>A waterskin can hold4 pints of liquid.
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### Hobby Kits
Whether done as a hobby or trade, the activities your character does in their spare time usually require equipment in order to perform. This equipment can come in many different forms, all listed below and separated by category; Tool Sets, Gaming Sets and Musical instruments. When choosing a hobby kit as part of your background, you can choose any from these lists.
##### Tool Sets
These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of tools lets you add your proficiency bonus to any checks you make using the tools in your craft. Each type of tools requires a separate proficiency.
| Tool Sets | Cost | Weight | Used in Crafting: |
| :-----------------------: | :---------------: | :----: | :-------------------------------------------: |
| [[#Alchemy Supplies]] | 50 ![[shard.png]] | 8 lb. | Acid, Potions, Most Bombs |
| [[#Apothecary Kit]] | 50 ![[shard.png]] | 2 lb. | Drugs, Poisons, Toxins & Antitoxins |
| [[#Art Supplies]] | 20 ![[shard.png]] | 5 lb. | Artwork¹, Paint |
| [[#Brewing Supplies]] | 40 ![[shard.png]] | 9 lb. | Alcohol¹, Oils |
| [[#Calligraphy Supplies]] | 20 ![[shard.png]] | 5 lb. | Scrolls |
| [[#Carpentry Tools]] | 20 ![[shard.png]] | 6 lb. | Barricades, Furniture¹, and Wooden Structures |
| [[#Cartography Kit]] | 30 ![[shard.png]] | 6 lb. | Maps¹ ² |
| [[#Cobbling Tools]] | 10 ![[shard.png]] | 5 lb. | Footwear |
| [[#Cooking Utensils]] | 2 ![[shard.png]] | 8 lb. | Food |
| [[#Crystalogy Tools]] | 50 ![[shard.png]] | 5 lb. | Aeos Crystal and Glass Components¹ Some Bombs |
| [[#Disguise Kit]] | 50 ![[shard.png]] | 3 lb. | Costumes¹ and Disguises² |
| [[#Fishing Tackle]] | 8 ![[shard.png]] | 4 lb. | - |
| [[#Forgery Kit]] | 30 ![[shard.png]] | 5 lb. | False Documents |
| [[#Harvesting Kit]] | 30 ![[shard.png]] | 7 lb. | - |
| [[#Healing Kit]] | 50 ![[shard.png]] | 3 lbs. | - |
| [[#Herbalism Kit]] | 10 ![[shard.png]] | 3 lb. | Tinctures |
| [[#Jewellery Tools]] | 50 ![[shard.png]] | 2 lb. | Jewellery¹ |
| [[#Leatherworking Tools]] | 10 ![[shard.png]] | 5 lb. | Leather Armour and Equipment |
| [[#Masonry Tools]] | 20 ![[shard.png]] | 8 lb. | Stone Statues¹, Carvings¹, Stone Structures |
| [[#Navigation Tools]] | 50 ![[shard.png]] | 2 lb. | - |
| [[#Pottery Tools]] | 20 ![[shard.png]] | 3 lb. | Clay Pottery¹ |
| [[#Sewing Kit]] | 2 ![[shard.png]] | 5 lb. | Clothing¹, Textiles¹, Fabrics and Nets |
| [[#Smithing Tools]] | 40 ![[shard.png]] | 8 lb. | Metal Armour and Weapons, Metal Components¹ |
| [[#Thieves' Tools]] | 50 ![[shard.png]] | 1 lb. | - |
| [[#Tinker Tools]] | 50 ![[shard.png]] | 10 lb. | Crossbows, Firearms, Gadgetry¹, Some Bombs |
| [[#Woodcarving Tools]] | 10 ![[shard.png]] | 5 lb. | Wooden Weapons, Carvings¹ |
¹ - *item is an artistic item and can be sold for more than its written price based on its crafting checks. For the full explanation of crafting rules, see the [[Crafting|Crafting]] section in Chapter 6.*
² *- item follows special crafting rules. See the description of the associated [[#Tool Sets|Tool Sets]] for more details.*
<br>
###### Alchemy Supplies
>Alchemy Supplies can be used for [[Crafting|crafting]] acids, potions and most bombs. In addition, if you have proficiency with Alchemy Supplies, you may add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to any checks involving any chemicals or alchemical substances.
>
>When used in [[Crafting|crafting]], Alchemy Supplies require a dedicated [[Crafting#Requirements to Craft|tool station]].
>
>Alchemy Supplies includes two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.
###### Apothecary Kit
>An Apothecary Kit can be used for [[Crafting|crafting]] drugs, poisons, toxins and antitoxins. In addition, proficiency with an Apothecary Kit allows you to add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to any checks involving any "medicinal" substances.
>
>When used in [[Crafting|crafting]], an Apothecary Kit require a dedicated [[Crafting#Requirements to Craft|tool station]].
>
>An Apothecary Kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod.
###### Art Supplies
>Art Supplies can be used for [[Crafting|crafting]] artwork or paints. In addition, if you have proficiency with Art Supplies, you may add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to any checks made to uncover lore of any sort that is attached to a work of art, such as the magical properties of a painting or the origins of a strange mural found in a dungeon.
>
>When used in [[Crafting|crafting]], Art Supplies can be used anywhere.
>
>Art supplies include an easel, canvas, pastels, pencils, paints, brushes, charcoal sticks, and a palette.
###### Brewing Supplies
>Brewing Supplies can be used for [[Crafting|crafting]] alcohol and oils. In addition, if you have proficiency with Brewing Supplies, you are able to purify water that would otherwise be undrinkable; with an hour of work, you can purify a gallon of water.
>
>When used in [[Crafting|crafting]], Brewing Supplies require a dedicated [[Crafting#Requirements to Craft|tool station]].
>
>Brewing Supplies include a large glass jug, a quantity of hops, a siphon, and several feet of tubing.
###### Calligraphy Supplies
>Calligraphy Supplies can be used for [[Crafting|crafting]] scrolls. In addition, if you have proficiency with Calligraphy Supplies, you may add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to any checks made to analyze or investigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or other displays.
>
>When used in [[Crafting|crafting]], Calligraphy Supplies can be used anywhere.
>
>Calligraphy Supplies include ink, a dozen sheets of parchment, and three quills.
###### Carpentry Tools
>Carpentry Tools can be used for [[Crafting|crafting]] barricades, furniture and wooden structures. In addition, if you have proficiency with Carpentry Tools and an hour to work, you can construct a lean-to or a similar shelter to keep your group dry and in the shade. Because it was fashioned quickly from whatever wood was available, the shelter collapses 1d3 days after being assembled.
>
>When used in [[Crafting|crafting]], Carpentry Tools can be used anywhere.
>
>Carpentry Tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel.
###### Cartography Kit
>A Cartography Kit can be used to create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level.
>
>Unlike other tool sets, crafting maps can be performed while travelling, as well as during downtime, following the normal [[Crafting|crafting]] rules.
>
>To craft a simple map while travelling, roll a Wisdom check with your Cartography Kit proficiency (if applicable). If you are successful, a map crafted in this way can be used for you and your parties' reference only and cannot be sold.
>
>If you [[Crafting|craft]] a map during[[Downtime Activities#Crafting|downtime]]], it follows all the normal rules for [[Crafting|crafting]], and may be crafted as an [[Crafting#Artistic Items|artistic item]]. Additionally, if you use a simple map that you created while travelling, you may roll your [[Crafting#The Crafting Check|crafting checks]] with [[Abilities & Skills#Advantage & Disadvantage|advantage]].
>
>When used in [[Crafting|crafting]], Cartography Kit can be used anywhere.
>
>A Cartography Kit consist of a quill, ink, parchment, a pair of compasses, callipers, and a ruler.
###### Cobbling Tools
>Cobbling Tools can be used for [[Crafting|crafting]] footwear. In addition, if you have proficiency with Cobbling Tools, you may add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to any checks to identify footprints or learn where someone has recently visited by examining the wear and the dirt that has accumulated on their shoes or footprints.
>
>Additionally, with 8 hours of work, you can add a hidden compartment to a pair of shoes. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. You make an Intelligence check using your tool proficiency to determine the [[Abilities & Skills#Investigation|Investigation]] check DC needed to find the compartment.
>
>When used in [[Crafting|crafting]], Cobbling Tools can be used anywhere.
>
>Cobbling tools consist of a hammer, an awl, a knife, a shoe stand, a cutter, spare leather, and thread.
###### Cooking Utensils
>Cooking Utensils can be used for [[Cooking|Cooking]] both magical and non-magical food. In addition, if you have proficiency with Cooking Utensils, you may add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to any checks involving making food and food knowledge.
>
>Cook's utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.
###### Crystalogy Tools
>Crystalogy Tools can be used for [[Crafting|crafting]] crystal and glass components, as well as some bombs. In addition, if you have proficiency with Crystalogy Tools, you may add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to any checks made examine Aeos crystals, glass objects, such as potion bottles or glass items found in a treasure hoard.
>
>Additionally, with an hour of work you may use your Crystalogy Tools to carve any [[Adventuring Gear#Spellcasting Components|Aeos crystal]] so that it resonates with a desired [[Planes of Existence|plane of existence]] for spellcasting purposes.
>
>When used in [[Crafting|crafting]], Crystalogy Tools require a dedicated [[Crafting#Requirements to Craft|tool station]].
>
>Crystallography Tools include a goniometer, a polarizing microscope, a hand lens, cleavage tools, balance scales, and various rulers and protractors.
###### Disguise Kit
>A Disguise Kit can be used for [[Crafting|crafting]] costumes and disguises. In addition, proficiency with a Disguise Kit allows you to add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to any checks to determine whether other creatures are in disguise, or what a disguise or costume may be made of.
>
>When used in [[Crafting|crafting]], a Disguise Kit can be used anywhere.
>
>A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing.
###### Fishing Tackle
>Fishing is a popular pastime across the Shatter, as well as a fairly consistent source of food. There are all manner of creatures that inhabit the void, and fishing for them off the side of a fragment is a common way to pass the time.
>
>See the [[Downtime Activities#Fishing|fishing]] section for more details.
>
>Fishing tackle includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
###### Forgery Kit
>A Forgery Kit can be used for [[Crafting|crafting]] false documents. In addition, proficiency with a Forgery Kit allows you to add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to any checks to examine objects and determine how an object was made and whether it is genuine.
>
>When crafting, you can produce a forged document, one page in length, costing 5 ![[shard.png]] per page. Your Intelligence check using a forgery kit determines the DC for someone else's [[Abilities & Skills#Investigation|Investigation]] check to spot the fake.
>
>When used in [[Crafting|crafting]], a Forgery Kit can be used anywhere.
>
>A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal.
###### Harvesting Tools
>This kit contains everything the average harvester needs to prepare and harvest a carcass for usable parts. Proficiency with this kit lets you add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to any check made to harvest a creature.
>
>A harvesting kit includes a skinning knife, a bone saw, enchanted glass vials, pouches of salt, spirit paper and tweezers.
###### Healing Kit
>A Healing Kit can be used to grant [[Abilities & Skills#Advantage & Disadvantage|advantage]] on checks to [[Guide to the Shattered Realm/Chapter 7 - Combat/Damage and Healing#Stabilizing a Creature|stabilize]] a [[Conditions#Dying 🛠|dying]] creature. Proficiency with this kit lets you add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to any check made to stabilize a dying creature, as well as checks to examine a creature to determine it's well-being.
>
>A healing kit includes bandages, salves, and splints.
###### Herbalism Kit
>A Herbalism can be used for [[Crafting|crafting]] tinctures and [[Flora & Fauna#Using Herbs|preparing]] herbs. In addition, proficiency with a Herbalism Kit allows you to add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to any checks to identify plants and safely collect their useful elements, as well as spot sources of food that others might overlook.
>
>When used in [[Crafting|crafting]], a Herbalism Kit can be used anywhere.
>
>A herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
###### Jewellery Tools
>Jewellery Tools can be used for [[Crafting|crafting]] jewellery. In addition, if you have proficiency with Jewellery Tools, you may add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to any checks made to inspect jewelled objects, identify gems and determine their value at a glance.
>
>When used in [[Crafting|crafting]], Jewellery Tools require a dedicated [[Crafting#Requirements to Craft|tool station]].
>
>Jewellery tools consist of a small saw and hammer, files, pliers, and tweezers.
###### Leatherworking Tools
>Leatherworking Tools can be used for [[Crafting|crafting]] leather armours and equipment. In addition, if you have proficiency with Leatherworking Tools, you may add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to any checks made to study leather items or clues related to them, as you draw on your knowledge of leather to pick out details that others would overlook.
>
>When used in [[Crafting|crafting]], Leatherworking Tools can be used anywhere.
>
>Leatherworking tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps.
###### Masonry Tools
>Masonry Tools can be used for [[Crafting|crafting]] stone statues, carvings and structures. In addition, if you have proficiency with Masonry Tools you can easily spot weak points in brick and stone walls. You to deal double damage to such structures with your weapon attacks.
>
>When used in [[Crafting|crafting]], Masonry Tools require a dedicated [[Crafting#Requirements to Craft|tool station]].
>
>Masonry tools consist of a trowel, a hammer, a chisel, brushes, and a square.
###### Navigation Kit
>A Navigation Kit can be used to grant [[Abilities & Skills#Advantage & Disadvantage|advantage]] on checks to glean a sense of direction while travelling. Proficiency with this kit lets you add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to any check made to know where you are, and where you're headed while travelling.
>
>Navigator's tools include a sextant, a compass, callipers, a ruler, parchment, ink, and a quill.
###### Pottery Tools
>Pottery Tools can be used for [[Crafting|crafting]] clay pottery. In addition, if you have proficiency with Pottery Tools, you may add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to any checks made to identify ceramic objects, including when they were created and their likely place or culture of origin. By examining pottery shards, you can determine an object's original, intact form and its likely purpose.
>
>When used in [[Crafting|crafting]], a Pottery Kit require a dedicated [[Crafting#Requirements to Craft|tool station]].
>
>Pottery tools include potter's needles, ribs, scrapers, a knife, and callipers. It also includes a throwing wheel, but is too large to transport.
###### Sewing Kit
>A Herbalism can be used for [[Crafting|crafting]] clothing, textiles, fabrics and nets. In addition, proficiency with a Sewing Kit allows you to add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to any checks made to examine cloth objects, including tapestries, upholstery, clothing, and other woven items. Additionally, with an hour of work you can repair a single damaged cloth object.
>
>When used in [[Crafting|crafting]], a Sewing Kit require a dedicated [[Crafting#Requirements to Craft|tool station]].
>
>A Sewing kit include thread, needles, and scraps of cloth. It also includes a loom and sewing machine such equipment is too large to transport.
###### Smithing Tools
>Smithing Tools can be used for [[Crafting|crafting]] metal armour and weapons, as well as other metal components. In addition, if you have proficiency with Smithing Tools, you may add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to any checks made to examine metal objects, such as armour, weapons, or other metalwork. Additionally, with an hour of work you can restore 10 hit points to a damaged metal object.
>
>When used in [[Crafting|crafting]], Smithing Tools require a dedicated [[Crafting#Requirements to Craft|tool station]].
>
>Smithing tools include hammers, tongs, charcoal, rags, and a whetstone. It also includes a small anvil, but is too heavy to transport.
###### Thieves' Tools
>Perhaps the most common tools used by adventurers, thieves' tools are designed for picking locks and foiling traps. Proficiency with Thieves' Tools allows you to add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to any checks made to pick, understand and study locks and similar mechanisms.
>
>Thieves' tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
###### Tinker Tools
>Tinker Tools can be used for [[Crafting|crafting]] crossbows, firearms, gadgetry, and some bombs. In addition, if you have proficiency with Tinker Tools, you may add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to any checks made to determine the age and origin of most objects, even if you have only a few pieces remaining from the original. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago. Additionally, with an hour of work you can restore 10 hit points to a damaged object.
>
>When used in [[Crafting|crafting]], Tinker Tools require a dedicated [[Crafting#Requirements to Craft|tool station]].
>
>Tinker's tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.
###### Woodcarving Tools
>Woodcarving Tools can be used for [[Crafting|crafting]] wooden weapons and other carvings. In addition, if you have proficiency with Woodcarving Tools, you may add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to any checks made to examine wooden objects, such as figurines or arrows. Additionally, with an hour of work you can repair a single damaged wooden object.
>
>When used in [[Crafting|crafting]], Woodcarving Tools can be used anywhere.
>
>Woodcarver's tools consist of a knife, a gouge, and a small saw.
<br>
___
##### Gaming Sets
These sets encompass a wide range of game pieces, including dice and decks of cards. If you are proficient with a gaming set, you can add your proficiency bonus to checks you make to play and cheat at games with that set. Each type of gaming set requires a separate proficiency.
| Gaming Set | Cost | Weight |
| :-------------------: | :-----------------------------------: | :-----: |
| Dejarik Set | 10 ![[shard.png]] | 1/2 lb. |
| Liar's Dice Set | 1 ![[shard.png]] | - |
| Paisho Set | 5 ![[shard.png]] | 1/2 lb. |
| Shuun'ay Set | - / 5![[bit.png]] / 10 ![[shard.png]] | 1/2 lb. |
| Tak Set | 5![[bit.png]] | - |
| Three-Dragon Ante Set | 5 ![[shard.png]] | - |
An explanation of how each game is played can be found in the [[Games & Gambling š™|Games & Gambling]] section of Chapter 6.
###### Dejarik Set
> A Dejarik set consists of a checkered board, and 32 pieces game pieces of various shapes and sizes, painted or carved in often black and white materials.
###### Liar's Dice Set
>A Liar's Dice set includes a set of 5 dice, as well as usually a mug or cup. Nicer sets have specialized cases for both playing and storing the game.
###### Paisho Set
> A Paisho set is made up of 54 intricately painted tiles, often depicting flower, ships, dragons. Tiles are often mismatched, as it is common to have picked them up across the various locations a player has been.
###### Shuun'ay Set
> A Shuun'ay sets can consist of any two objects, equal in size, weight and how they handle. Shuun'ay can be played with as little as two similarly shaped rocks, while it's not uncommon for sets sold in stores to be more intricate: artfully decorated egg shells, ceramic skulls, unpowered wands or even ceremonial knives.
###### Tak Set
>A Tak set includes 21 simple ceramic tiles or stones. These are often sold blank, to be decorated by the user.
###### Three-Dragon Ante Set
>A Three-Dragon Ante set consists of 48 cards that look similar to tarot cards. Each card has a different number of dragons drawn onto it, as well as an affinity for each dragon.
<br>
___
##### Musical Instruments
Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any check you make to play music with the instrument. Each type of musical instrument requires a separate proficiency.
If they wish, a [[Bard|Bard]] may use a musical instrument they are proficient with as a [[#Spellcasting Focus|spellcasting focus]] for their [[Occult Spells|Occult]] spells.
| Instrument | Cost | Weight |
| ----------- | -------------------- | ------- |
| Accordion | 15 ![[shard.png]] | 10 lb. |
| Bagpipes | 10 ![[shard.png]] | 6 lb. |
| Double Bass | 100 ![[shard.png]] | 20 lb. |
| Drum, Hand | 5 ![[shard.png]] | 3 lb. |
| Drum, Set | 20 ![[shard.png]] | 30 lb. |
| Flute | 12.5 ![[shard.png]] | 1 lb. |
| Guitar | 20 ![[shard.png]] | 6 lb. |
| Harp | 25 ![[shard.png]] | 40 lb. |
| Lyre | 10 ![[shard.png]] | 2 lb. |
| Oboe | 65 ![[shard.png]] | 1 lb. |
| Piano | 225 ![[shard.png]] | 300 lb. |
| Saxophone | 30 ![[shard.png]] | 6 lb. |
| Trumpet | 15 ![[shard.png]] | 2 lb. |
| Tuba | 80 ![[shard.png]] | 25 lb. |
| Violin | 10 ![[shard.png]] | 1 lb. |
<br>
___
### Ammunition
Of the various weapons found across the Shattered Realm, many [[Armour & Weapons#Ranged Weapon Categories|ranged weapons]] require ammunition of some kind in order to be used. The following is a list of which weapons require ammunition, what that ammunition is, and how that ammunition can be carried.
10 of any type of ammo can be purchased for 1 ![[shard.png]].
| Weapon | Ammo Type | Ammo Storage |
| :---------------: | :------------: | :----------: |
| Atatl | Khonto | Pack |
| Blowgun | Needle | Case |
| Carbine | Bullet | Pouch |
| Compound Bow | Arrow | Quiver |
| Dart | Dart | Belt |
| Greatbow | Great Arrow | Pack |
| Hand Crossbow | Bolt | Case |
| Heavy Crossbow | Bolt | Case |
| Light Crossbow | Bolt | Case |
| Longbow | Arrow | Quiver |
| Portable Ballista | Ballista Bolt | Pack |
| Rattler | Magazine | Belt |
| Recurve Bow | Arrow | Quiver |
| Revolver | Bullet | Pouch |
| Rifle | Bullet | Pouch |
| Shortbow | Arrow | Quiver |
| Shotgun | Bullet | Pouch |
| Sling | Marble, Stones | Sack |
| Wrist Shot | Marble, Stones | Sack |
##### Ammo Storage
Instead of keeping track of individual pieces of ammo for your weapons, you can instead elect to purchase ammunition storage. For ease, once an ammo storage type has been purchased, you no longer need to track ammo for weapons that use that storage type as long as you have the weapon that uses that ammo in your inventory.
If you have two weapons that use the same storage type, but different ammunition, a separate storage item must be purchased per ammo type used.
Special ammunition is not stored in ammo storage and must be tracked.
The various ammo storage types and their associated costs can be found below:
| Ammo Storage | Ammo Type | Cost | Weight |
| :----------: | :----------------------------------: | :--------------: | :----: |
| Belt | Darts, Magazines | 15![[shard.png]] | 1 lb. |
| Pack | Ballista Bolts, Great Arrows, Khonto | 25![[shard.png]] | 5 lb. |
| Pouch | Bullets, Needles | 10![[shard.png]] | 1 lb. |
| Quiver | Arrows, Bolts | 25![[shard.png]] | 1 lb. |
| Sachet | Marbles, Stones | 5![[shard.png]] | 1 lb. |
<br>
___
### Bombs
Bombs are specialized hurled explosives, often made from a hollow shell packed with gunpowder and exotic materials. You can use the [[Actions in Combat#Use an Object|Use an Object]] action to throw a bomb with a range of 20/60, where it explodes. That point acts as the origin of the bomb's effects.
All bombs weigh 1 lb., create light and sound that can be heard up to 300 feet away unless otherwise noted, and are lit or activated as part of the same action used to throw them.
| Bomb | Price | Save DC | Radius | Damage | Crafted With | Rarity |
| :---------------------: | :------------------: | :-----: | :----: | :---------------------: | :-------------------: | :------: |
| [[#Aestian Flare]] | 20 ![[shard.png]] | Con. 10 | 25 ft. | - | [[#Alchemy Supplies]] | Common |
| [[#Alchemist's Fire]] | 1,500 ![[shard.png]] | Dex. 17 | 20 ft. | 3d6 fire | [[#Alchemy Supplies]] | Rare |
| [[#Cayenne Smog]] | 450 ![[shard.png]] | Con. 16 | 25 ft. | - | [[#Alchemy Supplies]] | Uncommon |
| [[#Dynamo]] | 300 ![[shard.png]] | Dex. 14 | 10 ft. | 4d6 lightning | [[#Tinker Tools]] | Uncommon |
| [[#Flame Supressant]] | 25 ![[shard.png]] | - | 10 ft. | - | [[#Alchemy Supplies]] | Common |
| [[#Flashbang]] | 40 ![[shard.png]] | Con. 10 | 15 ft. | - | [[#Alchemy Supplies]] | Common |
| [[#Gyonnyx Shardsmoke]] | 600 ![[shard.png]] | - | 5 ft. | 1d6 force + 2d6 thunder | [[#Crystalogy Tools]] | Uncommon |
| [[#Instant-Ice]] | 550 ![[shard.png]] | Con. 17 | 15 ft. | 2d6 cold + 2d6 thunder | [[#Alchemy Supplies]] | Uncommon |
| [[#Knockout Charge]] | 50 ![[shard.png]] | - | 10 ft. | - | [[#Alchemy Supplies]] | Common |
| [[#Powder Bomb]] | 50 ![[shard.png]] | Dex. 12 | 5 ft. | 2d6 fire + 2d6 thunder | [[#Alchemy Supplies]] | Common |
| [[#Silverburst]] | 100 ![[shard.png]] | Dex. 13 | 10 ft. | 4d6 piercing | [[#Tinker Tools]] | Common |
| [[#Smokestick]] | 20 ![[shard.png]] | - | 10 ft. | - | [[#Alchemy Supplies]] | Common |
| [[#Spirit Bomb]] | 1,000 ![[shard.png]] | Cha. 14 | 10 ft. | 3d6 force + 3d6 thunder | [[#Alchemy Supplies]] | Rare |
| [[#Stinger]] | 70 ![[shard.png]] | Con. 11 | 25 ft. | - | [[#Tinker Tools]] | Common |
| [[#Tanglefoot Bag]] | 100 ![[shard.png]] | Dex. 14 | 5 ft. | - | [[#Alchemy Supplies]] | Common |
| [[#Thunderfuse]] | 250 ![[shard.png]] | Str. 12 | 10 ft. | 4d6 thunder | [[#Crystalogy Tools]] | Uncommon |
| [[#Vomit Comet]] | 200 ![[shard.png]] | Con. 10 | 15 ft. | 1d4 poison | [[#Harvesting Tools]] | Uncommon |
###### Aestian Flare
>A tiny cloth pouch filled with magnesium strips and [[Aeos Crystals#Detondrin|Detondrin]] powder. When this bomb explodes, it produces blinding light. Each creature in a 25-foot-radius sphere must make a DC 10 Constitution saving throw. On a failed save, a target is [[Conditions#Blinded|blinded]] until the end of its next turn. Creatures with [[Physical Capabilities#Darkvision|darkvision]] make this saving throw with [[Abilities & Skills#Advantage & Disadvantage|disadvantage]].
###### Alchemist's Fire
>A closely-guarded secret of contemporary alchemy, this bomb is the end result of a quest for ever-burning flames. It is a horrific incendiary which sticks to clothing, skin, and buildings. When this bomb explodes, all creatures and objects in a 20-foot-radius sphere must make a DC 17 Dexterity saving throw. On a failed save, each target takes 3d6 fire damage and is set alight. On a success, they take half as much damage and are not set on fire.
>
>Additionally, every flammable creature and object in a 20-foot-radius, 40-foot-high cylinder extending from the sphere's point of origin down to the ground must make the same saving throw, suffering the same effects. The contents of this bomb spread over the ground beneath the cylinder, where they burn. The first time on a turn that a creature enters a burning space or starts its turn there, it takes 2d6 fire damage, but the fire does not spread to it.
>
>A target set on fire by Alchemist's Fire takes an additional 2d6 fire damage at the start of each of its turns. The pain is excruciating; when a target takes this damage, it must succeed on a DC 15 Constitution saving throw or fall [[Conditions#Unconscious|unconscious]] until another creature uses an action to wake it.
>
>A creature can use its action to make a DC 17 Dexterity check to extinguish the flames in a 5-foot square or on a creature, including itself. This fire cannot be put out or otherwise affected by effects that extinguish or manipulate flames, such as the [[Arcane Spells#Prestidigitation|prestidigitation]] or [[Arcane Spells#Control Flames|control flames]] spells, or the effects of items, magical or otherwise.
###### Cayenne Smog
>Filled with a powder distilled from exotic fruits, this chemical grenade releases a billowing cloud of excruciating gas in a 25-foot radius, which lasts for 1 minute. A strong wind disperses the cloud of gas, removing it early. The first time a creature enters the cloud on a turn or starts its turn there, it must make a DC 16 Constitution saving throw. Targets immune to fire or that do not need to breathe automatically succeed on this save. On a failed save, a target is [[Conditions#Poisoned|poisoned]] and [[Conditions#Blinded|blinded]] for 10 minutes. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
###### Dynamo
>A palm-sized metal sphere covered in greebling, this marvel of technical engineering unleashes stored lightning. All creatures in a 10-foot-radius sphere must make a DC 14 Dexterity saving throw. On a failed save, a target takes 4d6 lightning damage. While this bomb does create a flash of light, it creates no sounds aside from the crackle of lightning it creates. When used underwater, in heavy rain, or wet conditions, its radius increases by 10 feet. Unlike other items and weapons, it can be thrown it's full range when used underwater, as the machinery within the sphere propels it through water.
###### Flame Suppressant
>This thin bladder contains water, tartar, or other chemical fire suppressants and extinguishes flames within 10 feet when thrown. Magical flames maintained by a spellcaster's concentration are instead suppressed by a number of rounds equal to 10 - the level of the spell.
###### Flashbang
>This bomb creates a disorienting burst of light and sound within a 15-foot radius sphere. Each creature in the sphere must make a DC 10 Constitution saving throw. On a failed save, a target is [[Conditions#Blinded|blinded]] and [[Conditions#Deafened|deafened]] for 1 minute. At the end of each of its turns, a target can make another Constitution saving throw, ending the effect on itself on a success. Creatures with [[Physical Capabilities#Tremorsense|tremorsense]] or [[Physical Capabilities#Darkvision|darkvision]] have [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on the initial saving throw against this bomb.
###### Gyonnyx Shardsmoke
>Crafted from raw [[Aeos Crystals#Gyonnyx|Gyonnyx]], reagents, and metals, the cloud of emerald-coloured smoke from this bomb interferes with magic itself. The explosion creates a 5-foot-sphere of material that targets all creatures, spells, and effects within the area with the [[Occult Spells#Dispel Magic|dispel magic]] spell. If a check is required to dispel an effect, the bomb has a +5 bonus to the check.
###### Instant-Ice
>Packed with shards of True Ice and cold magic, this bomb forces all targets in a 15-foot-radius sphere to make a DC 17 Constitution saving throw. On a failed save, a target is encased in ice and becomes [[Conditions#Petrified|petrified]]. The target can use its action to make a DC 17 Strength check, freeing itself from the ice on a success.
###### Knockout Charge
>Fey magic and tranquilizing herbs combine in this gas bomb to sedate targets. When this bomb explodes, it subjects creatures in a 10-foot-radius sphere to the [[Occult Spells#Sleep|sleep]] spell.
###### Powder Bomb
>The most common of all explosives. When this bomb explodes, all creatures and objects in a 5-foot-radius sphere must make a DC 12 Dexterity saving throw. On a failed save, a target takes 2d6 fire damage and 2d6 thunder damage, and half as much damage on a success. This bomb's thunder damage is doubled against objects and structures.
###### Silverburst
>Silver dust fills this bomb, inflicting terrible damage on creatures vulnerable to it. All creatures within 10 feet of its explosion must make a DC 13 Dexterity saving throw. On a failed save, a target takes 4d6 piercing damage, and half as much on a success. Creatures that can only be affected by [[Armour & Weapons#Silver|silvered]] weapons take doubled piercing damage and have disadvantage on saving throws against this bomb. This bomb is considered a [[Armour & Weapons#Silver|silvered weapon]] for the purposes of overcoming [[Guide to the Shattered Realm/Chapter 7 - Combat/Damage and Healing#Resistance|resistance]] and immunity to damage.
###### Smokestick
>The flammable compound inside this bomb produces a thick plume of smoke, filling a 10-foot radius sphere centered around the point it exploded for 1 minute. The area within the cloud of smoke is [[Exploration & Environment#Heavily Obscured|heavily obscured]]. A strong wind disperses the cloud of gas, removing it early.
###### Spirit Bomb
>A shell packed with hallucinogens and cursed bone powder. When this bomb explodes, any creature within 5 feet of must succeed on a DC 14 Charisma saving throw or be sent into [[Planes of Existence#The Hollow|The Hollow]] for 2d6 rounds. Afterward, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
###### Stinger
>This large sphere is packed with rounded balls of soft metal and rubber. When this bomb is thrown, creatures within a 25-foot-radius sphere must make a DC 11 Constitution saving throw or be [[Conditions#Stunned 🛠|stunned]] by nonlethal pain until the end of their next turn. A creature with [[Guide to the Shattered Realm/Chapter 7 - Combat/Damage and Healing#Resistance|resistance]] to bludgeoning damage makes the saving throw against this bomb with [[Abilities & Skills#Advantage & Disadvantage|advantage]], and creatures immune to bludgeoning damage automatically succeed.
###### Tanglefoot Bag
>A bag of magical, sticky tar that erupts in a 5-foot radius around the point of impact. Creatures in its radius must succeed on a DC 14 Dexterity saving throw against it or be [[Conditions#Restrained 🛠|restrained]] ([[Actions in Combat#Escape 🛠|Escape]] DC 14). In addition, the ground within the bomb's radius is considered [[Movement and Position#Difficult Terrain|difficult terrain]] for 1 minute, after which the compound dries. If a 5ft square of tar takes 10 points of fire damage, it dries early and is no longer [[Movement and Position#Difficult Terrain|difficult terrain]]. This bomb does not emit light or sound when it detonates.
###### Thunderfuse
>This tiny concoction of compressed [[Aeos Crystals#Detondrin|Detondrin]] energy shatters on impact and unleashes a concussive shockwave in a 10-foot radius. A creature or object within that area must succeed on a DC 12 Strength saving throw or take 4d6 thunder damage, be knocked 5 feet away from the centre of the explosion, and fall [[Conditions#Prone|prone]]. On a successful save, a target takes half as much damage and is not moved or knocked [[Conditions#Prone|prone]]. This bomb deals doubled damage to objects, structures, and [[Creature Type#Construct|constructs]].
###### Vomit Comet
>Containing an assortment of pungent, rotting materials, the terrible smell released by this bomb stops enemies in their tracks. A creature within 15 feet of this bomb when it explodes must make a DC 10 Constitution saving throw. On a failed save, the target takes 1d4 poison damage and is [[Conditions#Poisoned|poisoned]] for 1 minute. While [[Conditions#Poisoned|poisoned]] in this way its movement speeds are reduced by 10 feet, and it must repeat the saving throw at the start of each of its turns or spend its action retching and staggering. If it succeeds on this saving throw, the [[Conditions#Poisoned|poisoned]] condition ends. Creatures that cannot be [[Conditions#Poisoned|poisoned]] or do not have to breathe are immune to this bomb.
<br>
___
### Healing Potions
You regain hit points when you drink these potions. The number of hit points depends on the potion's rarity, as shown in the table below. Whatever its potency, the potion's red liquid glimmers when agitated. All healing potions weigh 1/2 lb.
If you use an action to drink a potion, you do not need to roll to regain hit points; you instead heal the maximum that potion can provide. If you use a bonus action to drink the potion, use the corresponding formula on the table below to determine how many hit points you restore.
| Potion of... | Cost | Rarity | Full HP Regained | Rolled HP Regained |
| :--------------: | :------------------: | :-------: | :--------------: | :----------------: |
| Healing | 30 ![[shard.png]] | Common | 10 | 2d4+2 |
| Greater Healing | 300 ![[shard.png]] | Uncommon | 20 | 4d4+4 |
| Superior Healing | 3,000 ![[shard.png]] | Rare | 40 | 8d4+8 |
| Supreme Healing | 30 ![[credit.png]] | Very Rare | 60 | 10d4+20 |
<br>
___
### Oils
These magically-infused ointments coat weapons and armour to produce a temporary effect. As an action, you can apply an oil to a weapon or piece of armour. Oils can also be applied to bundles of [[#Ammunition|ammunition]], as long as the weapon that fires that ammunition doesn't have the [[Armour & Weapons#Reload|reloading]] property.
You must have at least 1 free hand to apply an oil. Oils dry one hour after application, but can also be cleaned or washed off. An item can only benefit from one oil at a time. If you apply a second oil, it removes the first.
A weapon, piece of armour or piece of ammunition is considered magical while it has the oil applied to it.
| Oil of: | Weapon Effect | Armour Effect | Rarity | Price |
| ----------- | --------------------- | ------------------------------ | -------- | ------------------ |
| Accuracy | +1 to hit | +1 AC | Uncommon | 300 ![[shard.png]] |
| Blessing | +1d4 radiant damage | Resistance to radiant damage | Uncommon | 200 ![[shard.png]] |
| Corruption | +1d4 poison damage | Resistance to poison damage | Uncommon | 200 ![[shard.png]] |
| Decay | +1d4 necrotic damage | Resistance to necrotic damage | Uncommon | 200 ![[shard.png]] |
| Energy | +1d4 lightning damage | Resistance to lightning damage | Uncommon | 200 ![[shard.png]] |
| Flame | +1d4 fire damage | Resistance to fire damage | Uncommon | 200 ![[shard.png]] |
| Frost | +1d4 cold damage | Resistance to cold damage | Uncommon | 200 ![[shard.png]] |
| Power | +1d6 damage | Reduce damage taken by 1d6 | Uncommon | 300 ![[shard.png]] |
| Psionics | +1d4 psychic damage | Resistance to psychic damage | Uncommon | 200 ![[shard.png]] |
| Resilience | +1d4 force damage | Resistance to force damage | Uncommon | 200 ![[shard.png]] |
| Spite | +1d4 acid damage | Resistance to acid damage | Uncommon | 200 ![[shard.png]] |
| Thunderclap | +1d4 thunder damage | Resistance to thunder damage | Uncommon | 200 ![[shard.png]] |
These are the most basic oils and are the most likely to be found in shops. Other magic oils do exist however and can be discovered during your adventure.
<br>
___
### Poisons
Given their insidious and deadly nature, poisons are illegal in most societies but are a favourite tool among assassins and other evil creatures. Poisons come in four types, Contact, Ingested, Inhaled and Injury.
| Poison | Type | Save DC | Price per Dose | Rarity |
| :---------------------------: | :------: | :-----: | :------------------: | :------: |
| [[#Basic Poison]] | Injury | Con. 10 | 100 ![[shard.png]] | Common |
| [[#Anosmia]] | Inhaled | Con. 18 | 400 ![[shard.png]] | Uncommon |
| [[#Assassin's Blood]] | Ingested | Con. 10 | 150 ![[shard.png]] | Uncommon |
| [[#Black Ivy Paste]] | Contact | Con. 16 | 100 ![[shard.png]] | Common |
| [[#Black Lotus Extract]] | Contact | Con. 20 | 2,200 ![[shard.png]] | Rare |
| [[#Bloodfire Paste]] | Injury | Con. 14 | 700 ![[shard.png]] | Uncommon |
| [[#Bloodwine]] | Ingested | Con. 18 | 250 ![[shard.png]] | Uncommon |
| [[#Boneshard Paste]] | Contact | Con. 13 | 700 ![[shard.png]] | Uncommon |
| [[#Brawler's Bourbon]] | Contact | Con. 12 | 200 ![[shard.png]] | Uncommon |
| [[#Drow Poison]] | Injury | Con. 13 | 200 ![[shard.png]] | Uncommon |
| [[#Dust of the Desert Winds]] | Inhaled | Con. 11 | 300 ![[shard.png]] | Uncommon |
| [[#Essence of Ether]] | Inhaled | Con. 15 | 300 ![[shard.png]] | Uncommon |
| [[#Euphoria Breath]] | Inhaled | Wis. 11 | 125 ![[shard.png]] | Uncommon |
| [[#Gravedust]] | Inhaled | Con. 10 | 100 ![[shard.png]] | Common |
| [[#Green Dragon Breath]] | Inhaled | Con. 18 | 1,800 ![[shard.png]] | Rare |
| [[#Lichbane]] | Injury | Con. 17 | 600 ![[shard.png]] | Uncommon |
| [[#Malice]] | Inhaled | Con. 15 | 250 ![[shard.png]] | Uncommon |
| [[#Metabolite]] | Injury | Con. 25 | 1,200 ![[shard.png]] | Rare |
| [[#Midnight Tears]] | Ingested | Con. 17 | 1,500 ![[shard.png]] | Rare |
| [[#Nightmare Root]] | Ingested | Con. 19 | 750 ![[shard.png]] | Uncommon |
| [[#Pale Tincture]] | Ingested | Con. 16 | 250 ![[shard.png]] | Uncommon |
| [[#Skalangi Venom]] | Injury | Con. 11 | 300 ![[shard.png]] | Uncommon |
| [[#Sunlight Oil]] | Contact | Con. 18 | 700 ![[shard.png]] | Uncommon |
| [[#Thieves Bane]] | Contact | Con. 15 | 100 ![[shard.png]] | Common |
| [[#Torpor]] | Ingested | Con. 15 | 600 ![[shard.png]] | Uncommon |
| [[#True Ice]] | Contact | Con. 17 | 1,500 ![[shard.png]] | Rare |
| [[#Truth Serum]] | Ingested | Con. 11 | 150 ![[shard.png]] | Uncommon |
| [[#Veinrot Poison]] | Injury | Con. 13 | 700 ![[shard.png]] | Uncommon |
| [[#Zealot's Blade]] | Injury | Con. 25 | 3,200 ![[shard.png]] | Rare |
<br>
#### Contact Poisons
You can use an action to smear contact poison onto a surface, which remains potent until touched or washed off. A creature that touches contact poison with bare skin suffers its effects.
###### Black Ivy Paste
>A creature subjected to this poison must make a DC 16 Constitution saving throw or take 3 (1d6) poison damage. The paste retains its potency until it deals at least 10 poison damage.
###### Black Lotus Extract
>A creature subjected to this poison must succeed on a DC 20 Constitution saving throw or take 55 (10d10) poison damage.
###### Boneshard Paste
>An [[Creature Type#Undead|undead]] subjected to this poison must succeed on a DC 13 Constitution saving throw. On a failed save, the target takes 18 (4d8) radiant damage and is [[Conditions#Poisoned|poisoned]] for 1 minute. On a successful save, the target takes half as much radiant damage and is no longer [[Conditions#Poisoned|poisoned]]. While [[Conditions#Poisoned|poisoned]] in this way, the target is [[Conditions#Stunned 🛠|stunned]]. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This poison ignores immunity to the [[Conditions#Poisoned|poisoned]] condition.
###### Brawler's Bourbon
>A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be [[Conditions#Poisoned|poisoned]] for 1 minute. If the saving throw fails by 5 or more, the creature is also [[Conditions#Unconscious|unconscious]] for the same duration. The creature wakes up if it takes damage or if another creature uses an action to shake it awake.
###### Sunlight Oil
>A creature subjected to this poison must succeed on a DC 18 Constitution saving throw or become [[Conditions#Poisoned|poisoned]] for 24 hours and fall [[Conditions#Unconscious|unconscious]]. The creature wakes up if it takes damage or if another creature takes an action to shake it awake, but remains [[Conditions#Poisoned|poisoned]].
###### Thieves Bane
>A creature subjected to this poison must make on a DC 15 Constitution saving throw. On a failure, they are [[Conditions#Poisoned|poisoned]] for 24 hours and the skin that touched the poison is stained pitch black. On a success, they are not [[Conditions#Poisoned|poisoned]] but their skin remains stained for 8 hours.
###### True Ice
>A creature that comes into contact with true ice must make a DC 17 Constitution saving throw or take 30 (12d4) cold damage. This damage ignores all [[Guide to the Shattered Realm/Chapter 7 - Combat/Damage and Healing#Resistance|resistance]] and immunity to cold damage.
<br><br>
#### Ingested Poisons
You can use an action to administer this poison to food or drink, to a creature that cannot move, or from inside another creature. A creature must swallow an entire dose of ingested poison to suffer its effects.
###### Assassin's Blood
>A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is [[Conditions#Poisoned|poisoned]] for 24 hours. On a successful save, the creature takes half damage and isn't [[Conditions#Poisoned|poisoned]].
###### Bloodwine
>An [[Creature Type#Undead|undead]] subjected to this poison must succeed on a DC 18 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save or half as much damage on a successful one. If consumed by a living creature, the blood of that creature acts as bloodwine to any creature that drinks its blood until the creature completes a [[Survival Needs#Long Rest|long rest]].
###### Midnight Tears
>A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
###### Nightmare Root
>A creature subjected to this poison must make a DC 19 Constitution saving throw. On a failed save, the creature's sleep is haunted with a combination of its greatest fears and memories of its greatest failures. An affected creature cannot benefit from [[Survival Needs#Rest|rest]], and suffers 1 level of [[Conditions#exhaustion|exhaustion]] at the next dawn, as well as a [[Ailments#Long-Term Madness|long-term madness]] effect. The poison leaves the creature's system 24 hours after ingestion.
###### Pale Tincture
>A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become [[Conditions#Poisoned|poisoned]]. The [[Conditions#Poisoned|poisoned]] creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
###### Torpor
>A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become [[Conditions#Poisoned|poisoned]] for 16 hours. The [[Conditions#Poisoned|poisoned]] creature is [[Conditions#Stunned 🛠|stunned]] and their body goes completely limp.
###### Truth Serum
>A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become [[Conditions#Poisoned|poisoned]] for 1 hour. The [[Conditions#Poisoned|poisoned]] creature can't knowingly speak a lie, as if under the effect of a [[Divine Spells#Zone of Truth|zone of truth]] spell.
<br><br>
#### Inhaled Poisons
You can use an action to send a puff of powder or gas in a 5-foot cube within 20 feet of you, subjecting creatures in the cube to the poison's effects. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body that absorb chemicals.
###### Anosmia
>A creature subjected to this poison must make a DC 18 Constitution saving throw. On a failed save, the creature loses its sense of smell for 48 hours. The creature automatically fails any [[Abilities & Skills#Perception|Perception]] check that relies on smell. If the creature has the Keen Smell trait, it must also succeed on a DC 18 Wisdom saving throw or suffer the effects of the [[Occult Spells#Confusion|confusion]] spell until the end of its next turn.
###### Dust of the Desert Winds
>A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or take 3 (1d6) necrotic damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the creature takes 2 (1d4) necrotic damage. After five successful saves, the poison ends. If the creature spends its action consuming any liquid, it automatically succeeds the saving throw for that turn.
###### Essence of Ether
>A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become [[Conditions#Poisoned|poisoned]] for 8 hours and fall [[Conditions#Unconscious|unconscious]]. The creature wakes up if it takes damage or if another creature takes an action to shake it awake, but remains [[Conditions#Poisoned|poisoned]].
###### Euphoria Breath
>A creature subjected to this poison must succeed on a DC 11 Wisdom saving throw or, for 1 minute the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behaviour during the turn:
>
>- **1-4.** The target takes no actions and uses all of its movement to move in a random direction.
>- **5-6.** The target does nothing on its turn other than repeat the Wisdom saving throw, ending the effect on itself on a success.
###### Gravedust
>An [[Creature Type#Undead|undead]] subjected to this poison must succeed on a DC 10 Constitution saving throw or become [[Conditions#Petrified|petrified]] for 1 minute as they are rapidly transformed into stone.
###### Green Dragon Breath
>A creature subjected to this poison must succeed on a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.
###### Malice
>A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become [[Conditions#Poisoned|poisoned]] for 1 hour. While [[Conditions#Poisoned|poisoned]] in this way, the target is [[Conditions#Blinded|blinded]].
<br><br>
#### Injury Poisons
You can use an action to apply an injury poison can be applied to a weapon, three pieces of ammunition, a trap component, or an object that deals piercing or slashing damage. It remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. Undelivered injury poisons dry after an hour.
###### Basic Poison
>A creature hit by the [[Conditions#Poisoned|poisoned]] weapon or ammunition must make a DC 10 Constitution saving throw or take 2 (1d4) poison damage.
###### Bloodfire Paste
>A creature subjected to this poison must make a DC 13 Constitution saving throw, taking 11 (2d10) fire damage on a failed save. At the start of each of its turns, the target repeats the saving throw. On each successive failed save, the creature takes 3 (1d6) fire damage. After three successful saves, the poison ends.
###### Drow Poison
>A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be [[Conditions#Poisoned|poisoned]] for 1 hour. If the saving throw fails by 5 or more, the creature falls [[Conditions#Unconscious|unconscious]] while [[Conditions#Poisoned|poisoned]] in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
###### Lichbane
>An [[Creature Type#Undead|undead]] subjected to this poison must make a DC 17 Constitution saving throw. On a failed save, its Intelligence, Wisdom, and Charisma scores are reduced by 2 for 1 minute. At the end of its next turn, the target repeats the saving throw. On a failure, the effect becomes permanent and can only be cured by a [[Divine Spells#Greater Restoration|greater restoration]] spell or similar magic. On a successful save, the reduction ends.
###### Metabolite
>A creature subjected to this poison must make a DC 25 Constitution saving throw or be [[Conditions#Poisoned|poisoned]] for 1 minute. While [[Conditions#Poisoned|poisoned]] in this way, the target suffers the effects of the [[Arcane Spells#Slow|slow]] spell. At the end of each of its turns, the target repeats the saving throw, ending the effect on itself on a success.
###### Skalangi Venom
>A creature subjected to the poison from a [[Skalangi|Skalangi]] must succeed on a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.
###### Veinrot Poison
>A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 5 (2d4) necrotic damage and become [[Conditions#Poisoned|poisoned]]. While [[Conditions#Poisoned|poisoned]] in this way, the target's Constitution score decreases by 2. The [[Conditions#Poisoned|poisoned]] creature repeats the saving throw every 24 hours, taking 5 (2d4) necrotic damage on a failed save.
>
>While the creature is [[Conditions#Poisoned|poisoned]], the damage it takes from this poison can't be healed by any means. After three successful saving throws against this poison, the effect ends, and the hit points can be restored.
###### Zealot's Blade
>A creature subjected to this poison must make a DC 25 Constitution saving throw, taking 78 (12d12) poison damage on a failed save, or half as much damage on a successful one. This damage ignores [[Guide to the Shattered Realm/Chapter 7 - Combat/Damage and Healing#Resistance|resistance]] and immunity to damage.
<br>
___
### Spellcasting Components
Casting some spells requires particular objects, specified below a spell's description. A character must have that specific component before he or she can cast the spell. If a spell states that a [[Spellcasting#Components|material component]] is consumed by the spell, the caster must provide this component for each casting of the spell.
In most cases, the [[Spellcasting#Components|material component]] is an [[Aeos Crystals|Aeos crystal]]. These crystals can be found and purchased all across the Shattered Realm, and their costs can be determined by their quality. The table below lists the approximate costs for [[Aeos Crystals|Aeos Crystals]] of various qualities, although there may be some fluctuation in price when buying or selling.
| Raw | Cut | Polished | Refined | Exquisite | Flawless |
| :---------------: | :----------------: | :----------------: | :------------------: | :------------------: | :----------------: |
| 50 ![[shard.png]] | 100 ![[shard.png]] | 500 ![[shard.png]] | 1,000 ![[shard.png]] | 5,000 ![[shard.png]] | 10 ![[credit.png]] |
>**Raw**
>Uncut and unpolished, this crystal is rough and jagged with visible impurities. It lacks luster and radiance, appearing dull and natural.
><br>
>**Cut**
>Partially polished but still has noticeable blemishes and cloudy areas. While it holds some shine, imperfections are easy to spot, giving it an average appearance.
><Br>
>**Polished**
>Cut and polished with some care, revealing a moderate clarity and sparkle. Minor inclusions are visible upon close inspection, yet it holds a pleasant and appealing gleam.
><br>
>**Refined**
>Skilfully crafted with a higher clarity and enhanced colour. Few flaws remain, and the crystal has a striking brightness that catches the eye in the right light.
><br>
>**Exquisite**
>Masterfully polished and near-perfect, with minimal inclusions that require great scrutiny to find. It boasts vivid colour and exceptional brilliance, captivating onlookers with its radiance.
><br>
>**Flawless**
>An ideal crystal, completely free of inclusions or imperfections. It is pure, with a dazzling clarity and deep colour, emitting an extraordinary luster unmatched by any other quality.
<br>
**Planes of Existence**
>Aeos crystals resonate closely with world energies, and will only work as spell components on the [[Planes of Existence|plane of existence]] that they originate from. For example, a crystal that resonates with [[Planes of Existence#Beacon|Beacon]] cannot be used to cast spell while in [[Planes of Existence#The City of Shroud|The City of Shroud]].
>
>Some spells may ask for crystals carved to resonate to specific [[Planes of Existence|planes of existence]]. Proficiency with [[Adventuring Gear#Crystalogy Tools|Crystalogy Tools]] allows a craftsman to carve an [[Aeos Crystals|Aeos Crystal]] to properly resonate with a desired [[Planes of Existence|plane of existence]]. Craftsmen can also be found across the Shattered Realm who can carve [[Aeos Crystals|Aeos Crystals]] in this way. For more details, on carving [[Aeos Crystals|Aeos Crystals]], see the listing for [[Adventuring Gear#Crystalogy Tools|Crystalogy Tools]].
<br>
___
### Spellcasting Focus
In most cases, a spellcaster requires a spellcasting focus in order to cast a spell. A spellcaster must have a hand free to hold a spellcasting focus €” but it can be the same hand that he or she uses to perform [[Spellcasting#Components|somatic components]]. The table below lists the most common spellcasting foci used and their associated costs.
| Spellcasting Focus | Applicable Spell List | Cost | Weight |
| :----------------: | :--------------------------------------------------: | :---------------: | :----: |
| Amulet | [[Divine Spells\|Divine]], [[Occult Spells\|Occult]] | 5 ![[shard.png]] | 1 lb. |
| Bone | [[Occult Spells\|Occult]] | 1 ![[shard.png]] | 1 lb. |
| Crystal | [[Arcane Spells\|Arcane]], [[Primal Spells\|Primal]] | 10 ![[shard.png]] | 1 lb. |
| Orb | [[Arcane Spells\|Arcane]], [[Divine Spells\|Divine]] | 20 ![[shard.png]] | 3 lb. |
| Reliquary | [[Divine Spells\|Divine]] | 5 ![[shard.png]] | 2 lb. |
| Rod | [[Arcane Spells\|Arcane]] | 5 ![[shard.png]] | 2 lb. |
| Sprig | [[Primal Spells\|Primal]] | 1 ![[shard.png]] | - |
| Staff ¹ | [[Divine Spells\|Divine]], [[Primal Spells\|Primal]] | 5 ![[shard.png]] | 4 lb. |
| Totem | [[Primal Spells\|Primal]], [[Occult Spells\|Occult]] | 1 ![[shard.png]] | - |
| Wand | [[Arcane Spells\|Arcane]], [[Occult Spells\|Occult]] | 10 ![[shard.png]] | 1 lb. |
¹ *- a staff can be used as a [[Armour & Weapons#Polearms|quarterstaff]] unless it's description says otherwise, if it's being held in a [[Armour & Weapons#Unique Weapons|cestus]]-wielding hand, or if it's being held with an [[Armour & Weapons#Shields|arm guard]] bearing arm.
This list is not extensive, and you may find that through some feature you may be capable of using items not listed here as a spellcasting focus.
<br>
___
### Common Expenses & Services
The following tables describe expenditures for common services and consumables.
##### Clothing
| Clothing | Cost | Cold-Weather Cost | Warm-Weather Cost | Wet |
| -------- | :----------------: | :----------------: | :-----------------: | --- |
| Poor | 3 ![[bit.png]] | 6 ![[bit.png]] | 4 ![[bit.png]] | |
| Modest | 3 ![[shard.png]] | 6 ![[shard.png]] | 3.8 ![[shard.png]] | |
| Fine | 30 ![[shard.png]] | 60 ![[shard.png]] | 37.5 ![[shard.png]] | |
| Wealthy | 300 ![[shard.png]] | 600 ![[shard.png]] | 375 ![[shard.png]] | |
##### Foodstuffs
| Foodstuffs | Cost |
| --------------------- | ------------------- |
| Ale/Beer (pint) | 1 ![[bit.png]] |
| Ale/Beer (keg, 16gal) | 12.8 ![[shard.png]] |
| Meal (poor) | 1 ![[bit.png]] |
| Meal (modest) | 3 ![[bit.png]] |
| Meal (fine) | 7.5 ![[shard.png]] |
| Meal (extravagant) | 25 ![[shard.png]] |
| Pot of Coffee or Tea | 2 ![[bit.png]] |
| Wine (cheap, bottle) | 3 ![[bit.png]] |
| Wine (good, bottle) | 1 ![[shard.png]] |
| Wine (fine, bottle) | 5 ![[shard.png]] |
##### Fuel
| Detondrin<br>Fuel Cost | Cost |
| :--------------------: | :---------------: |
| 1 Barrel | 2 ![[shard.png]] |
| 1 Tank | 24 ![[shard.png]] |
| 1 Expanded Tank | 48 ![[shard.png]] |
##### Hirelings
| Hirelings | Cost / Day Segment |
| --------- | ------------------ |
| Skilled | 5 ![[shard.png]] |
| Unskilled | 1.5 ![[shard.png]] |
##### Livestock
| Livestock | Rental Price (per day) | Purchase Price |
| --------------- | ---------------------- | ------------------ |
| Guard Dog | 1 ![[bit.png]] | 2 ![[shard.png]] |
| Service Dog | 6 ![[bit.png]] | 40 ![[shard.png]] |
| Riding Dog | 6 ![[bit.png]] | 40 ![[shard.png]] |
| Horse | 1 ![[shard.png]] | 80 ![[shard.png]] |
| Warhorse | 10 ![[shard.png]] | 300 ![[shard.png]] |
| Pony | 8 ![[bit.png]] | 70 ![[shard.png]] |
| Warpony | 8 ![[shard.png]] | 240 ![[shard.png]] |
| Pack Animal | 2 ![[bit.png]] | 20 ![[shard.png]] |
| Messenger Raven | 8 ![[bit.png]] | 40 ![[shard.png]] |
| Hunting Eagle | 8 ![[shard.png]] | 80 ![[shard.png]] |
##### Lodging
| Lodging (per room, per night) | Cost |
| ----------------------------- | :----------------- |
| Poor | 4 ![[bit.png]] |
| Modest | 1 ![[shard.png]] |
| Comfortable | 30 ![[shard.png]] |
| Wealthy | 100 ![[shard.png]] |
##### Vehicles
| Vehicles | Cost |
| ------------------- | -------------------- |
| Auto-Carriage | 10 ![[credit.png]] |
| Carriage | 1,000 ![[shard.png]] |
| Trailer (small) | 250 ![[shard.png]] |
| Trailer (large) | 500 ![[shard.png]] |
| Skiff (small) | 25 ![[credit.png]] |
| Skiff (large) | 50 ![[credit.png]] |
| Submersible (small) | 17.5 ![[credit.png]] |
| Submersible (large) | 35 ![[credit.png]] |
<br>
##### Spellcasting Services
Spellcasting services, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It's hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least double, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more.
If a spell has expensive [[Spellcasting#Components|components]], add the cost of those components to the cost listed in the Spellcasting Services table.
| Spell Level | Where to Look | Cost |
| :---------: | ----------------------------- | :------------------: |
| Cantrip | Small settlements and larger | 15 ![[shard.png]] |
| 1st | Small settlements and larger | 35 ![[shard.png]] |
| 2nd | Medium settlements and larger | 75 ![[shard.png]] |
| 3rd | Medium settlements and larger | 150 ![[shard.png]] |
| 4th | Large settlements and larger | 350 ![[shard.png]] |
| 5th | Large settlements and larger | 750 ![[shard.png]] |
| 6th | Huge settlements | 1,500 ![[shard.png]] |
| 7th | Huge settlements | 3,500 ![[shard.png]] |