New traits will be indicated with a carat (^) and are linked to their explanation.
Traits Rare, Air, Conjuration, Magical
Level 9; Price 650 gp; Usage held in 1 hand; Bulk L
Activate (1 action) Interact; Effect You uncork the eversmoking bottle, causing a 5-foot burst of smoke to appear centered on a corner of your space. All creatures in the area are concealed, and all other creatures concealed to them. The burst of smoke increases in size by 5 feet each round until it becomes a 20-foot burst. This smoke lasts until the bottle is corked, after which the smoke disspates in 1 minute or is dispersed by a strong wind.
Activate (1 action) command; Requirements The eversmoking bottle is uncorked; Effect The eversmoking bottle corks itself magically, saving its owner from having to try to find and cork it manually amidst the smoke.
Traits Uncommon, Evocation, Fire, Invested, Magical
Level 7; Price 350 gp; Usage worn around neck; Bulk L
A hearth mantle is itself immune to fire damage. Its wearer upon investing gains resistance 5 to fire damage.
Activate (Free action) Envision; Frequency once a day; Effect You cause the hearth mantle to lightly smoulder for 1 minute. While smouldering, the hearth mantle sheds bright light in a 20-foot radius and dim light in the next 20 feet.
Activate (1 minute) Interact; Effect You lay the mantle on the ground with its exterior facing up. A campfire ignites on the mantle's fire rune, burning for 8 hours without needing any fuel. This fire is extinguished when the hearth mantle is picked up, but also can be extinguished via normal means such as a strong wind or a water.
Traits Uncommon, Consumable, Evocation, Magical
Level 5; Price 35 gp; Usage held in 2 hands Bulk 1
The skin of this drum is flawed, imposing a -2 item penalty to all Performance checks made with it.
Activate (2 actions) Interact; Effect Until the drum is picked up or moved, all creatures within 30 feet of the nuglub-skin drum that fall prone from a successful Trip take 1d6 bludgeoning damage as if the Trip was a critical success. When the drum is picked up or moved after being activated, it becomes a poorly-made nonmagical drum and retains its item penalty.
Level 13; Price 3,000 gp; Usage held in 2 hands; Bulk 2; Capacity 100; Craft DC 35
Activate (3 actions) Interact; Frequency once a day; Power Use 1 charge; Effect You attempt to follow the instructions and push the panels on the nutrient training node in a fashion that fits the repeating pattern. Attempt a DC 15 Puzzle Lore check.
- Success The nutrient training node dispenses a delicious tasting paste that grants you a +1 item bonus to Intelligence-based Recall Knowledge checks for the next 4 hours in addition to providing all the food needed for one creature for one day. The next time the nutrient training node is activated, The DC for its Puzzle Lore check increases by 2.
- Failure The node dispenses a foul tasting paste that provides all the food needed for one creature for one day. The next time the nutrient training node is activated, The DC for its Puzzle Lore check is reset to 15.
Traits Rare, Air, Conjuration, Fire, Magical, Transmutation, Wand
Level 13; Price 3,000 gp; Usage held in 1 hand; Bulk L
Activate Cast a Spell; Frequency once a day, plus overcharge; Effect You cast ash cloud at 5th level, but the cloud is difficult terrain for all creatures as well. For the duration of the spell, you may make Disarm, Grab, Trip and Steal actions against any creatures within the cloud using an Athletics skill Modifier of +16 or a Thievery skill Modifier of +18. Stolen items fall to the ground in a square adjacent to the target.