Escalation AmmunitionAmmo 12
Source Pathfinder Impossible Magic
Price 400 gp
Weight light
Ammunition any
Activate 1 (manipulate)
Malevolent arcane energy leaks from within escalation ammunition, sizzling with barely Restrained contempt. When activated escalation ammunition hits a target, the target must attempt a DC 30 fortitude save. On a failure, the target rolls the next saving throw it attempts within the next minute against a spell or magical effect twice and takes the worse result.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ConsumableAn item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.
MagicalSomething 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.
MisfortuneA misfortune effect detrimentally alters how you roll your dice. You can never have more than one misfortune effect alter a single roll. If multiple misfortune effects would apply, the GM decides which is worse and applies it. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.