Item: Malefic Mirror

Level11
Rarity
Rare
Price-
UsageOther
PublicationPathfinder NPC CoreRemaster

This magic mirror is the conduit between the mirror seer and the source of their power. Any creature who looks in this silver mirror can speak with the entity the mirror is linked to, but only a creature who has made a pact with the entity can activate the malefic mirror. If the mirror is shattered, any spells created by the mirror end (it has AC 5, object immunities, Hardness 5, HP 20, and BT 10).


Activate—Peer Beyond 10 minutes (concentrate, occult)

Effect The mirror casts a DC 28 Scrying spell for the benefit of the creature activating it. The target must be within the owner's domain (typically within 20 miles of the mirror). The viewer's familiarity with the target doesn't affect the spell's DC.


Activate—Mirror Mimicry 10 minutes (concentrate, manipulate, occult)

Effect The mirror transforms its owner's appearance into an exact copy of any humanoid the owner desires, with a pale mimicry of that creature's abilities. This has the effects of a 3rd-rank Illusory Disguise spell with a duration of 4 hours. The activation can also be Dismissed.

In addition, the disguised creature can automatically create illusions to mimic the abilities of the subject, with the appearance of spells, abilities, or even impressive physical deeds. These deeds are entirely illusory and can be disbelieved with a successful DC 28 Perception check. If an illusion makes it appear as though the creature moved farther or differently than they actually can (such as making them fly or teleport), the actual creature turns Invisible, and their illusory image persists until the end of the creature's next turn. If the creature and their illusory self aren't in the same space at that point, the activation ends, revealing the deception.


Trait Effects

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).

Occult: This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to occult magic.

Scrying: A scrying effect lets you see, hear, or otherwise get sensory information from a distance using a sensor or apparatus, rather than your own eyes and ears.

Unholy: Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.


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