Item: Spiral Chimes
Spiral chimes are a set of small metal bells decorated with spiraling designs that hang on thin wires from a carved statue of a storm cloud or air elemental. Each bell in the spiral chimes rings at a different tone, and when caught in the turbulent winds of a storm, the bells combine to create deep, full songs.
A set of spiral chimes is a planar key for Interplanar Teleport and similar magic. When the chimes are used this way, you're more likely to arrive where you intend to be, appearing 1d6×25 miles from your intended destination instead of 1d10×25 miles away.
Activate—Forecast Chime 10 minutes (manipulate, prediction)
Effect You let the spiral chimes play in the wind, interpreting the music to predict the weather at your location for the next 24 hours. You receive advanced warning of the temperature, humidity, storms, natural disasters (such as tornadoes, floods, or volcanic eruptions), and other weather conditions that naturally arise. The information you gain through the spiral chimes doesn't take magical occurrences that might change the weather into account.
Activate—Revealing Chime 1 (manipulate, sonic)
Frequency once per day
Effect You ring the chimes, blanketing everything in a 30-foot burst within 120 feet in visible, reverberating sound. This can negate invisibility, making creatures Concealed instead of Invisible. The duration and other effects depend on the result of each creature's attempt at a DC 30 Reflex save.
Critical Success The target is unaffected.
Success The target's invisibility is negated for 2 rounds.
Failure The target is Deafened for 1 minute, and its invisibility is negated for 1 minute.
Critical Failure The target is deafened for 10 minutes, and its invisibility is negated for 10 minutes.
Trait Effects
Air: Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air. Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they might include clouds of acidic or toxic gas. Earth creatures often find themselves at a disadvantage within air planes, as there’s little solid ground for them to gain their bearings, which tends to at least make them uncomfortable.
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.
Related Items
| Name | Level | Rarity |
|---|---|---|
| Everair Mask (Major) | 14 | Common |
| Five-Feather Wreath (Major) | 12 | Common |
| Swift Standard | 12 | Rare |
| Fan of Soothing Winds | 11 | Common |
| Fan of Soothing Winds (Greater) | 15 | Common |
| Standard of the Sure-Footed | 11 | Uncommon |
| Swift Standard (Greater) | 15 | Rare |
| Everair Mask (Greater) | 10 | Common |
| Jaathoom's Scarf | 10 | Common |
| Winged Sandals | 10 | Common |
| Extra Lung | 8 | Common |
| Five-Feather Wreath (Greater) | 8 | Common |
| Swift Standard (Major) | 18 | Rare |
| Tornado Trompo | 18 | Common |
| Windborne Platform | 8 | Uncommon |
| Bottled Air | 7 | Common |
| Everair Mask (Moderate) | 6 | Common |
| Vortex Pouch | 6 | Rare |
| Wind At Your Back | 5 | Common |
| Five-Feather Wreath | 4 | Common |