Item: Mocking Mirror Snare

Level7
Rarity
Uncommon
CategorySnare
Damage8d6 mental
Price60 gp
UsageHeld in one hand
PublicationPathfinder Lost Omens Hellfire DispatchesRemaster

A reflective rune is hidden in the snare's square. A creature that enters this square suddenly sees a twisted reflection of themself appear nearby and perform some action that they would never do. The creature takes 8d6 mental damage with a DC 25 Basic Will save. On a critical failure, the creature is also Confused until the end of their next turn.


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.

Illusion: Effects and magic items with this trait involve false sensory stimuli. Magic with the illusion trait creates false sensory stimuli. Sometimes illusions allow creatures a chance to disbelieve the spell, which lets the creature ignore the spell if it succeeds at doing so. This usually happens when a creature Seeks, Interacts, or otherwise spends actions to engage with the illusion, comparing the result of its Perception check (or another check or save the GM chooses) to the caster's spell DC. Mental illusions typically provide rules in the spell's description for disbelieving the effect (usually via a Will save). If a creature engages with an illusion in a way that would prove it's not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. Disbelieving a visual illusion makes it and those things it blocks seem hazy and indistinct, which might block vision enough to leave the other side concealed.

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.

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

Snare: Traps typically made by rangers, snares follow special rules that allow them to be constructed quickly and used on the battlefield.

Trap: A hazard constructed to hinder interlopers.


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