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Gravebane AmmunitionAmmo 4


ConsumableMagicalVitality
Source Pathfinder Impossible Magic
Price 16 gp
Weight light

Ammunition any

Activate 1 (manipulate)


First made to deal with a wicked necromancer's encroaching horde, gravebane ammunition is crafted with materials soaked in blessed waters. On a successful Strike, the attack deals an additional 1d10 vitality damage to creatures with void healing. If the target takes vitality damage, it must succeed at a DC 19 fortitude save or become Enfeebled 1 (or Enfeebled 2 on a critical failure) until the start of your next turn.

Traits

Common

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.

Consumable

An 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.

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.

Vitality

Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to undead, or manipulate vitality energy.