Item: Sanctified Beans
Activate 2 (manipulate)
These roasted soybeans are blessed by a priest to ward against all various forms of otherworldly influence, but are most effective against incorporeal evils, such as wraiths or path maidens. They can be safely eaten by living creatures and taste delicious when paired with rice wine. When you activate this item, choose an adjacent square to exhale into. You fill that square with soothing vapors that harm any fiend, fey, ghost, spirit, or undead creature that ends their turn in that square for the next minute, causing them to take 4d8+4 spirit damage (DC 28 Basic Will save). An incorporeal creature that takes this damage must also attempt a DC 28 Fortitude save to resist being affected as follows.
Critical Success The creature is unaffected.
Success The creature becomes Off Guard until the start of your next turn.
Failure The creature becomes Slowed 1 for 1 round.
Critical Failure The creature becomes Stunned 1 and is then slowed 1 for 1 round after the stun effect ends.
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.
Divine: This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
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.
Vitality: Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to undead, or manipulate vitality energy. These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.
Related Items
| Name | Level | Rarity |
|---|---|---|
| Impelling Symbol | 8 | Common |
| Celestial Peach (Rejuvenation) | 17 | Rare |
| Life Salt | 5 | Common |
| Pyrefeather Token | 3 | Uncommon |
| Celestial Peach (Life) | 20 | Rare |
| Blade Phantom's Guide | 11 | Common |
| Bonmuan Swapping Stone (Lesser) | 11 | Uncommon |
| Captivating Score | 11 | Common |
| Clinging Bubbles (Greater) | 11 | Common |
| Drought Powder | 11 | Common |
| Elder Seed | 11 | Rare |
| Ferrofluid Urchin (Moderate) | 11 | Common |
| Frozen Lava of Mhar Massif | 11 | Common |
| Gossamer Sash | 11 | Rare |
| Netherwalk Incense | 11 | Rare |
| Skitter Knot (Greater) | 11 | Rare |
| Talespinner's Lyre | 11 | Uncommon |
| Three Day's Breath | 11 | Rare |
| Torrent Spellgun (Greater) | 11 | Common |
| Alloy Orb (Exquisite Standard-Grade) | 12 | Uncommon |