Item: Anathema Fulu
Duration 1 hour
First used by celestial-touched nephilim of Tianjing to weaken qlippoth, an anathema fulu comes in four pieces, one placed in each cardinal direction. Choose one of the following traits when activating the fulus: celestial, elemental, fey, fiend, monitor, or undead. If a creature with that trait starts its turn in the area, it must succeed at a DC 30 Fortitude saving throw or become Sickened 2 until the start of its next turn. On a critical success, the creature becomes temporarily immune to any anathema fulus for 1 hour. Regardless of the save result, if you subsequently cast Banishment on such a creature in the area, the creature takes the –2 penalty described in that spell for adding a special cost of an object that's anathema to that creature. The fulu acts as that object; you don't need to add it. If a creature affected by this penalty rolls a saving throw against banishment, the caster can use a free action to force the result one step lower. Doing so burns the whole fulu out, ending the effect. If any of the fulu's pieces are moved or destroyed after activation, the effect ends.
Trait Effects
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. A character can Craft consumable items in batches of four.
Fulu: Fulus are small paper charms that can be affixed to a suit of armor, a shield, a weapon, a creature, or even a structure. Some fulus are composed of multiple such charms, taking effect only once all have been affixed. Normal fulus have effects immediately once affixed, while fulu talismans have an effect only once activated. Once a fulu has been activated, it lasts for the given duration and then burns out. Unless otherwise noted, fulus expire one year after being created, reverting to mundane paper. All fulus have the fulu and consumable traits. Fulus also have a tradition trait—either arcane, divine, occult or primal—determined by the magical tradition of its creator. For example, a fulu created by a priest would have the divine trait, whereas a witch who dabbles in fate might create a fulu with the occult trait. Some fulus also have the talisman trait, if they work similarly to talismans (such as being affixed to a suit of armor, a shield, or a weapon. Each fulu's stat block indicates the type of item or creature it can be affixed to. Affixing or removing a fulu requires using the Affix a Fulu activity, or the Affix a Talisman action instead if the fulu is also a talisman.
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.
Related Items
| Name | Level | Rarity |
|---|---|---|
| Demolition Fulu (Moderate) | 11 | Common |
| Thousand-Pains Fulu (Needle) | 11 | Uncommon |
| Spirit-Sealing Fulu (Greater) | 10 | Common |
| Kaiju Fulu | 13 | Uncommon |
| Mourner's Dawnlight Fulu | 9 | Uncommon |
| Privacy Ward Fulu (Chamber) | 9 | Rare |
| Rebound Fulu | 9 | Common |
| Detect Anathema Fulu | 8 | Uncommon |
| Ghost Courier Fulu | 8 | Common |
| Ghost Delivery Fulu | 8 | Common |
| Reflected Moonlight Fulu | 14 | Common |
| Thousand-Pains Fulu (Blade) | 8 | Uncommon |
| Thousand-Pains Fulu (Icicle) | 14 | Uncommon |
| Dragonfly Fulu | 7 | Common |
| Escape Fulu | 7 | Common |
| Fulu of Concealment | 6 | Common |
| Ghostbane Fulu | 6 | Common |
| Inventor's Fulu | 6 | Common |
| Restful Sleep Fulu | 6 | Common |
| Stormbreaker Fulu | 16 | Uncommon |