Item: Anglerfish Lantern (Submersible)

Level8
Rarity
Uncommon
Price500 gp
UsageHeld in one hand
PublicationPathfinder Rage of ElementsRemaster

This Bull's Eye Lantern is either stylized after an anglerfish or made from the taxidermy of one. While it can be lit as usual, the submersible anglerfish lantern automatically shines when submerged in water.


Activate—Mesmerizing Lights 2 (concentrate, manipulate)

Frequency once per hour

Effect All creatures within the bright light of the submersible anglerfish lantern must succeed at a DC 24 Will save or be Fascinated by the light for 1 round (1 minute on a critical failure). The fascination ends if the light is extinguished. Aquatic animals and creatures with the water trait take a –2 circumstance penalty to this check. Regardless of the result, the creature then becomes immune to this effect for the next 24 hours.


Activate—Dive! 1 minute (concentrate, manipulate)

Frequency once per day

Effect You lower the submersible anglerfish lantern into water at least 15 feet deep while issuing a command. The lantern transforms into a Bathysphere for 1 hour. This vehicle possesses a 60-foot cone light that can be swiveled up to 90 degrees with an Interact action and has the activation listed above. When the effect ends, any occupants are ejected harmlessly. If the bathysphere becomes broken, the effect ends and the submersible anglerfish lantern is broken as well.


Trait Effects

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.

Water: Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water. Planes with this trait are mostly liquid. Visitors who can’t breathe water or reach an air pocket likely drown. The rules for aquatic combat aquatic combat usually apply, including the inability to cast fire spells or use actions with the fire trait. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.


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