Item: Ghost Ampoule

Level4
Rarity
Common
CategoryOther
Price20 gp
UsageHeld in one hand
PublicationPathfinder Treasure Vault (Remastered)

Activate 2 (manipulate)


A daub of ectoplasm twitches within this glass container, faintly glowing with ghostly light. When opened, it forms the echo of a departed spirit, which looks like a Medium ghost. You can throw the ampoule up to 30 feet when you Activate it. The ghost utters a final lament, forcing each living creature in a 15-foot emanation except you to attempt a DC 18 Will save. On a failure, a creature becomes Frightened 2 (or Frightened 3 on a critical failure).


Craft Requirements Supply ectoplasmic residue from a destroyed ghost.


Trait Effects

Alchemical: Alchemical items are powered by reactions of alchemical reagents. Unless otherwise noted, alchemical items aren’t magical and don’t radiate a magical aura. Alchemical creatures are partially powered by alchemical reactions.

Auditory: Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.

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.

Emotion: This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.

Expandable: An item with the expandable trait increases to a specific size when activated. Unless otherwise noted, this space must be adjacent to you and on the ground, and the item needs to have enough open space to expand into or else the activation has no effect. When the effect ends, the expanded item disintegrates if it's a consumable or shrinks back to its normal size if it's not a consumable.

Fear: Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.

Mental: A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.


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