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Cape of Illumination (Greater)Equipment 15


UncommonInvestedLightMagical
Source Pathfinder Lost Omens Firebrands
Price 5,750 gp
Weight light

This golden cape, embroidered with vibrant red sun rays, sparkles like sunlight reflecting off the ocean.

Activate 2 command, Interact

Effect The cape glows with the effects of 7th-rank Light. You can Activate the cape again to Dismiss the effect.


Activate 2 envision, Interact

Frequency once per hour

Effect You draw the cape and unleash a blinding flash of light. All enemies within 30 feet that can see you must attempt a DC 34 fortitude save.


Critical Success The creature is unaffected.

Success The creature is Dazzled for 1 round.

Failure The creature is Blinded for 1 round and dazzled for 1 minute. The creature can spend an Interact action rubbing its eyes to end the blinded condition.

Critical Failure The creature is blinded for 1 round and dazzled for 1 hour.

Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Invested

A character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn't invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).

Light

Light effects overcome non-magical darkness in the area, and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.