Item: The Fiend
Suit Hammer (Str)
Alignment lawful evil
The Fiend represents the inevitability of great calamities and pervasive dangers. As long as you have The Fiend invested, when you repeat a non-Strike action you previously took in the same round, you gain a +2 item bonus to checks to perform that action. This increases to a +3 item bonus if you are at least 17th level.
Activate 2 envision, Interact
Frequency once per day
Effect You wave the card to create a vision of destruction around you; you cast Phantasmal Calamity, except the area is a 20-foot emanation. The rank of the spell is one-half your level, rounded down (minimum 6th level), and the save DC is your class DC or spell DC (Will). You are immune to the effects of your own phantasmal calamity.
Trait Effects
Artifact: Items with this trait are artifacts. These magic items can't be crafted by normal means, and they can't be damaged by normal means. Artifacts are always rare or unique.
Harrow Court: This trait is associated with the _Deck of Destiny_ and the Harrow Court. It is limited to the Stolen Fate campaign.
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.
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 |
|---|---|---|
| The Courtesan | 20 | Unique |
| The Twin | 20 | Unique |
| Anima Robe (Heroic) | 20 | Unique |
| The Avalanche | 20 | Unique |
| The Bear | 20 | Unique |
| The Beating | 20 | Unique |
| The Betrayal | 20 | Unique |
| The Big Sky | 20 | Unique |
| The Brass Dwarf | 20 | Unique |
| The Carnival | 20 | Unique |
| The Cricket | 20 | Unique |
| The Crows | 20 | Unique |
| The Cyclone | 20 | Unique |
| The Dance | 20 | Unique |
| The Demon's Lantern | 20 | Unique |
| The Desert | 20 | Unique |
| The Eclipse | 20 | Unique |
| The Empty Throne | 20 | Unique |
| The Fool | 20 | Unique |
| The Forge | 20 | Unique |