A dungeon core is the source of magic at the literal heart of a dungeon. Harvest it and the dungeon stops manifesting hazards and creatures. Harvested cores are the raw material for a huge range of magical crafting, from reinforced brick to living weapons, which is why every delve is, in the end, a hunt for the core.
Core Level | Base Value |
|---|---|
1–2 | 40 gp |
3–4 | 85 gp |
5–6 | 150 gp |
7–8 | 250 gp |
9–10 | 425 gp |
11–12 | 775 gp |
13–14 | 1,150 gp |
15–16 | 1,700 gp |
17–18 | 2,450 gp |
19–20 | 3,800 gp |
Pathfinder 2e. Roll the skill that fits the core type (Arcana, Nature, Occultism, or Religion) at the standard DC for the core's level.
Result | Outcome |
|---|---|
Critical Success | Intact, plus a bonus Shard |
Success | Intact |
Failure | Damaged (×0.5 value) |
Critical Failure | Shattered (1d4 Shards only) |
Core Level | Base Value | Party Tier |
|---|---|---|
1–2 | 60 gp | Tier 1 |
3–4 | 150 gp | Tier 2 |
5–6 | 350 gp | Tier 3 |
7–8 | 800 gp | Tier 4 |
9–10 | 1,800 gp | Tier 5–6 |
Cypher. An Intellect task at difficulty equal to the core's level. Proper tools, a careful approach, and magical analysis each ease it by one step (+1 asset).
Effort Spent | Outcome |
|---|---|
2+ Effort | Intact, plus a bonus Shard |
1 Effort | Intact |
0 Effort | Damaged (×0.5 value) |
Failed roll | Shattered (1d4 Shards only) |
Spending Effort on extraction represents taking extra care, not just easing the roll.
Rarity | Types | Multiplier |
|---|---|---|
C | Elemental (fire, water, earth, air); Physical (slash, pierce, bludgeon) | ×1.0 |
U | Material (metal, wood, stone); Energy (lightning, acid, cold) | ×1.25 |
R | Creature (wolf, spider, etc.); Conceptual (nightmare, time, etc.) | ×1.5 |
VR | Necrophagous; Void-Touched | ×2.0 |
Type | Value |
|---|---|
Minor | 5% of an equivalent core |
Shard | 10% of an equivalent core |
Major | 25% of an equivalent core |
Shards turn up in dungeon rooms, drop from powerful creatures, or are all that remains of a botched extraction.