Item: Razmiri Wayfinder
Worn on a chain around the neck, a Razmiri wayfinder functions as a compass and provides its wearer a +1 item bonus to Deception checks to Lie or Impersonate. Razmiri wayfinders can also be used to grant temporary healing, making it easier for the wearer to impersonate a divine spellcaster.
Activate 1 envision
Frequency three times per day
Effect You touch an adjacent creature, granting them 3d8 temporary Hit Points for 1 hour.
Activate 1 manipulate
Frequency once per day
Effect You touch an adjacent creature and attempt a counteract check against one poison or disease afflicting the creature. On a success, you halt the effects of the poison or disease for 1 day, rather than removing it. This temporarily relieves any penalties imposed by the affliction but doesn't cure the effect or count against its duration; the poison or disease is merely halted for a time, and it resumes where it left off once this effect ends.
Trait Effects
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.
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