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The DesertEquipment 20


UniqueArtifactHarrowCourtInvestedMagical
Source Pathfinder #191: The Destiny War
Weight negligible

Suit Shield (Con)

Alignment chaotic good


The Desert signifies enduring passage through trying circumstances. As long as The Desert is invested, you are immune to the effects of temperatures ranging from extreme cold to extreme heat, and can hold your breath and go without food and water for twice as long as normal.

Activate 2 envision, Interact

Frequency once per day


Effect You wave the card in the air to create desert winds that blast sand so scouring it strips flesh from bone. The sand created by this effect vanishes an instant later, but the effects on those caught in the area linger. Creatures in a 60-foot cone take 7d6[piercing],7d6 fire7d6 piercing damage and 7d6 fire damage (with a fortitude save equal to your class DC or spell DC). A creature who fails this save also becomes Fatigued and enfeebled for 1 minute, and a creature who critically fails this save becomes Enfeebled 2 for 1 minute and fatigued until they get a night's rest (or the fatigue is removed by other means). The damage increases to 8d6[piercing],8d6 fire8d6 piercing damage and 8d6 fire if you're at least 15th level, to 9d6[piercing],9d6 fire9d6 piercing damage and 9d6 fire if you're at least 17th level, and to 10d6[piercing],10d6 fire10d6 piercing damage and 10d6 fire if you're at least 19th level.

Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Artifact

Items with this trait are artifacts. These magic items can't be crafted by normal means, and they can't be damaged by normal means. Artifacts are always rare or unique.

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).

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.