Item: Squid Ink Sac
Sacs full of dark ink have been implanted inside your mouth, allowing you to spit it forth.
Activate—Spray Ink 1 (manipulate)
Frequency once per day
Effect You splatter ink in a 10-foot cone, covering creatures and revealing Invisible ones. Each creature in the area must succeed at a DC 20 Reflex save or become covered in ink. If a creature has its invisibility negated by this ink, it is Concealed instead of invisible. A creature can negate the effects of the ink by spending two Interact actions to wipe off the ink.
Critical Success The target is unaffected.
Success The target's invisibility is negated for 2 rounds.
Failure The target is Blinded for 1 round. Its invisibility is negated for 1 minute.
Critical Failure The target is blinded for 10 minutes. Its invisibility is negated for 10 minutes.
If this graft is used underwater, you can instead choose to release the ink in a 10-foot emanation. The resulting ink cloud lasts for 10 minutes. All creatures in the ink cloud become concealed, and all creatures outside the ink cloud become concealed to creatures within it.
Trait Effects
Graft: An item that has the graft trait is a living tissue sample that has been implanted into a host. It’s permanently a part of the subject’s body and reduces the number of items that creature can invest per day by 1. Each graft has the invested trait to indicate this limitation—a graft is like an invested item that the host creature has no choice but to invest. If a creature gets a new graft when their limit on invested items has already been reduced to zero, the host body rejects the graft. Once fully implanted, a graft cannot take damage separately. If a graft is ever severed from the host body, it can be reattached by any effect that can typically reattach limbs or organs, such as the _regenerate_ spell. A grafter can remove a grant using the same process required to implant one, though this does not necessarily restore any organs replaced by the graft initially. Grafts typically require specialized storage conditions, such as alchemical tanks, to remain viable outside of a host. Grafts can usually be upgraded into their greater versions by having a grafter apply additional surgeries, mutagenic development, or similar medical procedures.
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).
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 |
|---|---|---|
| Camouflaging Chromatophores (Lesser) | 4 | Uncommon |
| Compound Eyes | 4 | Common |
| Distracting Carapace | 4 | Common |
| Bleeding Canines | 7 | Common |
| Bristling Spines (Greater) | 7 | Common |
| Bristling Spines (Moderate) | 3 | Common |
| Constricting Whip Tail | 7 | Common |
| Deadly Slashing Claws | 7 | Common |
| Gliding Membranes (Greater) | 7 | Common |
| Gliding Membranes (Lesser) | 3 | Common |
| Goring Horn | 7 | Common |
| Piercing Horn | 3 | Common |
| Sharpened Canines | 3 | Common |
| Slashing Claws | 3 | Common |
| Spry Sinews (Lesser) | 3 | Common |
| Tubeworm Gland | 7 | Common |
| Venom Glands | 3 | Common |
| Whip Tail | 3 | Common |
| Alluring Lantern | 8 | Common |
| Gills | 8 | Common |