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 Value by Level

Pathfinder 2e

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

Extraction

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)


Cypher

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


Extraction

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.


Type Rarity Multipliers

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

Shards

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.